I love what you're doing, I think it's a Good Thing.
I've been writing code for my robot interfaces using Eclipse and Swing. Up to now I've been overriding a jpanel::paintComponent() to do my WYSIWYG. Fine for robots like Makelangelo.com, not so great when I get into stuff that moves in 3D. I'd really like to bring all my robots under one roof, so to speak - opengl jpanel in one window, context-sensitive swing components in another window. click on a robot to change the panel, tweak the panel to order the robot around. I want to believe I don't have to rewrite all the GUI to run natively in OpenGL.
I'm currently working on https://github.com/marginallyclever/arm3. I have a simple menu bar above a jogl window. I find that when I select a drop down menu the menus stop working until I resize the window or switch out and back in again.
In a separate, unreleased codebase, I tried a jSplitPanel with jogl on the left and swing components on the right. the jogl window refused to resize correctly, despite my best efforts.
A perfect solution would be an open source demo I can read, grok, and adapt to my purposes. The next best would be a patient explanation to my questions, like "what did I do wrong?" and "how do I fix it?"
gouessej - GLJpanel works a bit better in Arm3.java.
If I call updateMenu() after a button click the menus vanish until I resize the window.
If I don't call updateMenu() said menus might be out of date but at least they're visible and clickable.
Calling mainMenu.repaint() and mainMenu.invalidate() at the end of updateMenu() didn't help.
When I go to export my project, is there a way to get the native jars to be included into the main jar? I tried "package required libraries into generated JAR" but it didn't. For now I've copied them into the same folder as the executable jar. Feels messy and prone to breakage. What did I miss?
Thank you all! I feel like I've been stuck on this for ages and in a few quick messages you solved my dilemma. Kudos, thank you, gracias... this is a big huge win. Thank you.